study on the habits and uses of videogames
DESCRIPTION
GfK Group. Ad Hoc Research. Study on the Habits and Uses of Videogames. December 2004. ER- 0484/1/00. Study on the Habits and Uses of Videogames. - Phase U&A -. Study Nº: 4.665 People in charge of the study at GfK Emer Ad Hoc Research Pedro Serrano; E-mail: [email protected] - PowerPoint PPT PresentationTRANSCRIPT
Study on the Habits and Uses of Videogames
- - Phase U&A -Phase U&A -
Study Nº: 4.665People in charge of the study at GfK Emer Ad Hoc
Research Pedro Serrano; E-mail: [email protected] Gelbe; E-mail: [email protected]. contact – 915.919.940
December 2004GfK Group Ad Hoc Research Study on the Habits and Uses of Videogames
ER- 0484/1/00
December 2004GfK Group Ad Hoc Research Study on the Habits and Uses of Videogames
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1 Approach and objectives
2 Methodology
Content
3 Sample group description
4 Habits of using videogames in general
7 Equipment
5 Habits of using online videogames
6 Buying and/or renting videogames
8 Conclusions
December 2004GfK Group Ad Hoc Research Study on the Habits and Uses of Videogames
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Approach for U&A Phase and Objectives1
December 2004GfK Group Ad Hoc Research Study on the Habits and Uses of Videogames
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The special objectives are:
Habits of use:
Evolution of use: more, less or the same as one year ago. Other forms of entertainment where more time is spent to the detriment of videogames Uses without Internet connection: frequency and amount of use, connected to computer or console
Company: alone or with somebody else Where What: Sections
Uses with Internet connection: Type of connection: (narrowband, wide band, cable / Ethernet Likes/ Dislikes Playing videogames online: level of satisfaction; barriers and
drawbacks Services used on the Internet
U&A Phase Indicators (I)
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Buying and / or renting videogames:Level of satisfaction with current selectionRenting:
Level of satisfaction with the rental selection Frequency of renting videogames Buying after using a rented videogame: buying frequency and videogames most often rented and bought
Buying:Most recently bought: type, how acquired (gift, purchase, copy, Internet download…) When buying: Average costPlace of purchase
Choosing videogames:
Most important features when choosing a videogame Favourite videogame and reasons why
U&A Indicators Phase (II)
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Budget and average amount spent on audiovisual entertainment:They have an assigned budget: whether or not they are at liberty to use the budget Estimated breakdown of expenses among the following items: videogames, music, video and DVD’s.
Equipment and its characteristics:
PC equipmentConsole typeInternet
U&A Indicators phase (III)
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Methodology2
December 2004GfK Group Ad Hoc Research Study on the Habits and Uses of Videogames
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MARGIN OF ERRORTotal: ±4% with a reliability rate of 95,5% where p=q=0,5
PC: ±5,66% with a reliability rate of 95,5%Console: ±5,66% with a reliability rate of 95,5%
RESEARCH DESIGN Semi-structured personal interview with questionnaire, lasting approximately 20 minutes.
Videogame users from 7 to 34 years oldPOPULATION
Representative national sample of videogame users based on Omnibus results AREA
Total number of interviews: 604PC videogame players: 302 interviewsConsole videogame players: 302 interviewsChildren (7 to 13 years old): 138 interviews Adolescents and Adults (14 to 34 years old): 466 interviews
SAMPLE GROUP
Sample group design
December 2004GfK Group Ad Hoc Research Study on the Habits and Uses of Videogames
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PC Players Console Players
GENDER Male 64,0 75,7 Female 36,0 24,3 AGE 7 to 10 years old 7,0 8,9 11 13 years old 9,6 15,1 14 to 16 years old años
12,7 17,1 17 to 19 years old 13,7 16,1 20 to 24 years old 20,0 20,1 25 to 34 years old 37,0 22,7 SOCIAL CLASS Upper 11,7 7,9 Upper Middle 35,0 24,7 Middle Middle 39,3 48,7 Lower Middle 13,3 17,8 Lower 0,7 1,0 CITY SIZE 50.000 to 200.000 35,0 35,9 200.000 to 500.000 21,3 22,4 500.000 to 1.000.000 14,7 14,5 More than 1.000.000 29,0 27,3 REGION Northeast 24,3 22,4 East 20,3 20,1 South 13,7 15,1 Central 22,3 22,4 Northwest 3,3 3,3 North 16,0 16,8
Weighting: Data in the following report is weighted as follows: gender, age, city size, region and social class based on results obtained in the Omnibus study conducted by GfK for AdeSe in September 2004.
NON-WEIGHTED DATA WEIGHTED DATA
PC Players Console Players Consola GENDER
Male 66,8 70,3 Female 33,2 29,7 AGE 7 to 10 years old 7,0 13,5 11 13 years old 9,7 15,5 14 to 16 years old 18,0 13,9 17 to 19 years old 17,3 13,2 20 to 24 years old 20,7 20,8 25 to 34 yeas old 27,3 23,1 SOCIAL CLASS Upper 1,7 0,7 Upper Middle 18,9 15,5 Middle Middle 62,6 63,0 Lower Middle 16,2 19,5 Lower 0,7 1,3 CITY SIZE 50.000 to 200.000 38,5 43,6 200.000 to 500.000 23,6 18,2 500.000 to 1000.000 15,6 12,5 More than 1.000.000 22,3 25,7 REGION Northeast 25,5 21,5 East 20,2 19,5 South 11,9 14,2 Central 22,2 22,5 Northwest 11,6 9,9 North 8,6 12,5
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Aspects to consider in the graphs:
All the graphs include a footnote indicating the unit of measure (percentages, average), the base and the question the data refers to.
Bases consisting of fewer than 80 cases are indicated with an asterisk (*) and therefore are considered to be small. The bases point towards trends. Bases consisting of fewer than 40 cases are indicated with two asterisks (**) and in this case we recommend not extracting any type of conclusion. They’re included for information purposes only.
The report highlights all significant differences from one segment in relation to the total sample, where:
Aspects to consider in the graphs:
All the graphs include a footnote indicating the unit of measure (percentages, average), the base and the question the data refers to.
Bases consisting of fewer than 80 cases are indicated with an asterisk (*) and therefore are considered to be small. The bases point towards trends. Bases consisting of fewer than 40 cases are indicated with two asterisks (**) and in this case we recommend not extracting any type of conclusion. They’re included for information purposes only.
The report highlights all significant differences from one segment in relation to the total sample, where:
Significantly higher difference than the total; test t for Student, 95% reliability rate
Significantly lower difference than the total; test t for Student, 95% reliability rate
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Sample group description3
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Socio-demographical description of the Sample Group (I)
68,5
31,5
10,3
12,6
15,9
15,3
20,7
25,2
14,7
80,8
4,5
GENDER
Male
Female
AGE
7-10 years old
11-13 years old
14-16 years old
17-19 years old
20-24 years old
25-34 years old
POSITION OF INTERVIEWEE IN THE HOME
You are the main provider
Somebody else is main provider
You and someone else earn more or less the same
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Socio-demographical description of the Sample Group (II)
14,4
9,6
4,7
3,4
8,3
22,6
43,4
14,8
5,7
2,2
0,6
1,2
62,8
17,8
1,0
17,2
MARITAL STATUS
Single
Married
Living with partner
Divorced / Separated
Widow/er
NUMBER OF PEOPLE IN HOME WITH INCOME
1 person
2 people
3 people
4 people
5 people
+ than 5 people
SOCIAL CLASS
Upper
Upper Middle
Middle Middle
Lower Middle
Lower
Upper/Upper Middle: 18,4%
Lower Middle/Lower: 18,8%
*
* Only adults asked
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Socio-demographical description of the Sample Group (III)
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2,2
8,3
30,5
43,5
7,9
6,8
6,2
15,9
24,8
42,3
5,6
4,0
LEVEL OF STUDIES
Primary incomplete
Primary school
Secondary school 1st cycle
Secondary school 2nd cycle
High school 1st cycle
High school 2nd cycleInterviewed
Head of Family
Socio-demographical description of the Sample Group (IV)
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Habits of using videogames in general
4
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4.1 The videogame market
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Playing frequency
PC Players: 74,7%
CONSOLE Players: 72,0%
Q.6. How often, on average, do you play videogames?
PC
Unit: Percentages Base : Total Sample (n=604)
CONSOLE
More than 70% of the total sample play PC and Console videogames at least occasionally. Most of them (63,3% PC and 60,6% Console) play more than once per week.
More than 70% of the total sample play PC and Console videogames at least occasionally. Most of them (63,3% PC and 60,6% Console) play more than once per week.
December 2004GfK Group Ad Hoc Research Study on the Habits and Uses of Videogames
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Dual PlatformsGames shared between PC and Console
Unit: PercentagesBase: Total Sample (n=604)
Almost half of the sample group play using a PC or Console at least occasionally. 75,8% of the DUALS play using a PC more than once per week. Slightly more of the DUALS play using
a CONSOLE more than once per week (79,3%).
Almost half of the sample group play using a PC or Console at least occasionally. 75,8% of the DUALS play using a PC more than once per week. Slightly more of the DUALS play using
a CONSOLE more than once per week (79,3%).
PROFILEConducted by highlighting socio-demographic aspects that stand out with regards to the total sample group:
There is a larger percentage of ONLINE PLAYERS (54,1%) and UPPER / UPPER MIDDLE SOCIAL CLASS (38,4%) among Exclusive PC players.
There are more 7-13 YEAR OLD CHILDREN (40,1%) among Exclusive Console players.
Total number videogame
players
Total number
individuals*
Base: n= 604 n=2.472
TOTAL NUMBER VIDEOGAME PLAYERS
Total PC players 74,7% 18,2%
Total Console players 72,0% 17,6%
TOTAL NUMBER EXCLUSIVE VIDEOGAME PLAYERS
Exclusive PC videogames 28,0% 6,8%
Exclusive Console videogames 25,4% 6,2%
TOTAL DUAL VIDEOGAMES
Dual PC and Console games 46,6% 11,4%
*Transformation of sample data (n=604) into individuals (from data issued by the Spanish National Statistics office).
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What stands out in videogames?4.2
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What first comes to mind when you think of videogames?
Q.1 When talking about videogames, what first comes to your mind? What do you first think of when talking about videogames?
Unit: Percentages Base: Total Sample (n=604)
Children: 28,9%
Adults: 58,3%
Children: 10,1%
Adults: 3,8%
Children: 53,6%
Adults: 40,3%
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What do you like the most about videogames?
Q.2 What do you like the most about videogames in general?
26,2
14,3
12,3
9,0
6,6
4,2
4,1
3,8
19,6
13,3
10,8
7,8
8,2
Entertainment / Diversion
Amusement / It's fun
Graphics / Colours
To have a good time
Simulations / It's seems real
Action
Playing with friends / others
Levels / Screens
Winning / Competition
Total Mentions
1st Mention
DIVERSION is what ADOLESCENTS / ADULTS like most about videogames (29%) when compared to CHILDREN (16%).
AMUSEMENT (19%) is in first place among CHILDREN and ACTION (17%) is in second, much higher than adults.
COMPETITION is liked more by EXCLUSIVE PC USERS (9%) and HEAVY USERS (15%) than other segments.
The LOWER-MIDDLE/ LOWER social classes place more importance on PLAYING WITH FRIENDS/ OTHERS (10%).
DIVERSION is what ADOLESCENTS / ADULTS like most about videogames (29%) when compared to CHILDREN (16%).
AMUSEMENT (19%) is in first place among CHILDREN and ACTION (17%) is in second, much higher than adults.
COMPETITION is liked more by EXCLUSIVE PC USERS (9%) and HEAVY USERS (15%) than other segments.
The LOWER-MIDDLE/ LOWER social classes place more importance on PLAYING WITH FRIENDS/ OTHERS (10%).
Unit: PercentagesBase: Total Sample (n=604)
Average mentions: 1,6
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Q3 And what do you like the least?
What do you like the least about videogames?
20,7
8,1
6,7
5,5
5,4
5,2
3,8
23,9
17,0
6,7
Price
You get hooked
They're difficult
Waste your time
Too long to download
Make you tired
Violence
Don't last long/ easy
Nothing
Total Mentions
1st Mention
PRICE is liked the least. ADOLESCENTS / ADULTS (25%) mention it the most, while CHILDREN don’t view it as an important barrier (5%).
ADDICTION worries FEMALE PLAYERS the most (13%) along with ADOLESCENTS / ADULTS (10%).
VIOLENCE (10%) is another aspect that WOMEN also like the least.
People in the UPPER / UPPER MIDDLE social classes least like that fact that the games DON’T LAST LONG/ EASY (9%).
Most CHILDREN (36%) answer NO DRAWBACK.
PRICE is liked the least. ADOLESCENTS / ADULTS (25%) mention it the most, while CHILDREN don’t view it as an important barrier (5%).
ADDICTION worries FEMALE PLAYERS the most (13%) along with ADOLESCENTS / ADULTS (10%).
VIOLENCE (10%) is another aspect that WOMEN also like the least.
People in the UPPER / UPPER MIDDLE social classes least like that fact that the games DON’T LAST LONG/ EASY (9%).
Most CHILDREN (36%) answer NO DRAWBACK.
Unit: PercentagesBase: Total Sample (n=604)
Average mentions: 1,3
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Habits of using videogames4.3
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Evolution of playing videogames
Current use compared to last year
Q.10 How often do you play videogames compared to a year ago? / Q.11a Why do you play more now? / Q.12a. Why do you play less now?
56,451,7
25,625,8
17,822,5
PC (n=302)
Console (n=302)
Plays more than a year ago The same as a year ago Less than a year ago
37,6
23,9
20,3
8,5
4,5
New games
New console/ didn't havebefore
I like it more/ it's fun
More free time
I'm older and I understandthem
Reasons for playing more
Reasons for playing less
Units: PercentagesBase: plays more (n=122)
Half of the sample group play videogames (either on PCs or Consoles) as often as a year ago. CHILDREN now play more (33%) and LIGHT PLAYERS play less (36,5%). Reasons why they play more include new games and new levels, and that they have fun playing. The biggest barrier for playing videogames is free time, either due to studies or work.
Half of the sample group play videogames (either on PCs or Consoles) as often as a year ago. CHILDREN now play more (33%) and LIGHT PLAYERS play less (36,5%). Reasons why they play more include new games and new levels, and that they have fun playing. The biggest barrier for playing videogames is free time, either due to studies or work.
38,1
35,8
14,6
13,4
7,0
Less free time
Because ofwork/ studies
They're boring
I like otherentertainment
betterI don't havepermission
Units Percentages Base: plays less (n=155)
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Units: Percentages
SUBSTITUTES ANOTHER ACTIVITY FOR VIDEOGAMESBase: Plays more videogames (n=122)
Substituted activityBase: Has substituted or reduced another activity (n=28**)
Q.11b Have you given up or significantly decreased other forms of entertainment to play more PC videogames? / Q11c. Which ones? / Q12b. Did you give it up for another form of entertainment, or have you significantly increased leisurely activities when you reduced the time playing PC videogames? / Q12c. Which ones?
No 71,6%
Yes18,7%
DK/ DA9,7%
SUBSTITUTES VIDEOGAMES FOR ANOTHER ACTIVITYBase: Plays fewer videogames (n=155)
DK/ DA1,3%
Yes52,0%
No 46,7%
Increased activities Base: Has increased interest in other activities (n=81)
34,7
19,8
9,9
6,8
6,0
5,4
5,2
4,8
12,3
Studying
Social activities
Sports
Hobby/ Interests
Work
TV
Music
Reading
Computers
Only two out of every ten players who play videogames more often this year than last year reduced other activities, mainly outdoor activities and studying.
In the opposite case among those who play less often, five out of every 10 players increased other activities, mainly studying and social activities.
In the area of changing habits, WOMEN stand out (73%).
Only two out of every ten players who play videogames more often this year than last year reduced other activities, mainly outdoor activities and studying.
In the opposite case among those who play less often, five out of every 10 players increased other activities, mainly studying and social activities.
In the area of changing habits, WOMEN stand out (73%).
Substituted activities for playing videogames more or less often
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HEAVY25,9%
MEDIUM63,6%
LIGHT10,5%
Players based on their Frequency of Play
MEDIUM PLAYER:
Plays videogames between 1 and 4 hours per week
HEAVY PLAYER:
Plays videogames more than 4 hours per week
LIGHT PLAYER:
Plays videogames less than 1 hour per week
HEAVY22,9%
MEDIUM58,3%
LIGHT18,8%
CONSOLE PC
There are more MEN (30,9%) and ADOLESCENTS/ ADULTS (30,1%) found among the HEAVY PLAYERS.
On the contrary LIGHT PLAYERS are made up mostly of WOMEN (21,3%).
There are more HEAVY USERS of PC videogames among players who also play ONLINE videogames (34,8%).
LIGHT PLAYERS are most notably between 20-24 years old (31,4%).
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Average hours spent each time when playing videogames In one week
Q.6 You told me earlier that you play…on a PC. Would you now tell me on a normal day during the week, from Monday to Friday, how many hours on average you play per day on a PC? / Q8. Would you tell me the same for a weekend, on Saturdays and Sundays, how many hours on average you play per day on a PC?
Unit: PercentageBase: PC players (n=302); Console players (n=302)
1,7
13,0
24,3
15,7
24,4
2,0
8,5
21,4
20,4
21,7
25,9
27,2
21,5
9,6
22,9
1,3
17,5
Less than half hour
Between half hourand hour
Between one andtwo hours
Between two andthree hours
Between three andfour hours
More than four hours
Total Console PC
LIGHT PLAYER
MEDIUM PLAYER
HEAVY PLAYER
Average hours played:PC: 2,6Console: 3,0
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0,7
2,06
5,35
2,55
3,2
1,6
0,7
2,1
1,0
0,3
1,3
0,5LIGHT
MEDIUM
HEAVY
TOTAL PC
During the week
Weekend
Total
How do players divide their time during the week and on weekends?
Q.6 You told me earlier that you play…on a PC. Would you now tell me on a normal day during the week, from Monday to Friday, how many hours on average you play per day on a PC? / Q8. Would you tell me the same for a weekend, on Saturdays and Sundays, how many hours on average you play per day on a PC?
Unit: AverageBase: PC players (n=302); Console players (n=302)
0,64
2,31
5,67
3,01
3,5
1,9
0,8
2,2
1,1
0,2
1,5
0,4LIGHT
MEDIUM
HEAVY
TOTAL CONSOLE
CONSOLE PLAYERS spend more time
playing, especially on weekends.
HEAVY and MEDIUM PLAYERS spend
more time playing on weekends, and
LIGHT PLAYERS play more often during
the week.
CONSOLE
PC
AVERAGE HOURS PLAYED
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17,7
15,5
68,5
75,8
66,6
54,6
9,46,1
4,0 4,5
PC Players (n=236)
Console players (n=243)
Unit: PercentagesBase : Play from Mon-Fri (n=479)
Main Moment for Playing
P.7a From the moments shown on this card, when do you most often play on the Console / PC during the week, from Monday to Friday? / Q7b. And what other times do you also usually play on the Console / PC during the week, from Monday to Friday?
13,4
10,0
48,6
60,8
29,4
26,3
4,93,1
1,5 0,5
0,6PC Players (n=236)
Console Players (n=243)
When you wake up Morning hours In the afternoonIn the evening After having dinner Late-nightDK/DA
Total Moments for Playing
Moments during the day for playingDuring the week
Children:
95,2%
Adolescents/ Adults: 66,5%
25-34 years old: 49,7%
25-34 years old:
79,4%
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5,2 24,5
17,8
74,7
74,3
49,6
41,74,8
33,9
30,9 13,2
PC Players (n=236)
Console Players (n=243)
10,3
8,7
54,0
53,1
13,8
13,8
1,30,6
2,3
20,0
19,5 2,1
0,6PC Players (n=236)
Console Players (n=243)
When you wake up Morning hours In the afternoonIn the evening After having dinner Late-nightDK/DA
Main Moment for Playing
Q.9a From the moments shown on this card, when do you most often play on the Console / PC on weekends, Saturdays and Sundays? / Q9b. And what other times do you also usually play on the Console / PC on weekends, Saturdays and Sundays?
Total Moments for Playing
Moments during the day for playingWeekends
Unit: PercentagesBase : Play on weekends (n=516)
Children:
49,1%
25-34 years old:
69%
Children: 34,2%
25-34 years old:
31,8%Heavy: 9,6%
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Habits of Use
Q.13 And now think of when you play videogames on a PC. Who do you usually play with? / Q 14. Where do you usually play? / Q44. Do you usually exchange videogames for PC’s with your family, friends, etc…?
Unit: PercentagesBase: Total sample (n=604)
WHO THEY USUALLY PLAY WITH
No 29,9%
Yes68,8%DK/DA
1,3%
73,7
11,4
2,8
2,3
2,1
55,0
23,4
19,4
0,8
1,4
7,6
Alone
With friends
With family
With friends on the Internet
Girlfriend / Partner
On the Internet at "gamingzones"
PC
Console
PLACE WHERE THEY USUALLY PLAY
VIDEOGAME EXCHANGE
3,3
0,8
95,3
4,1
0,5
94,7
0,7
At home
At a friend's /relative's house
At ciber cafes
At workPCConsole
They Play Online:10,9%4,8%
Base: PC (n=302); Console (n=302) Base: Total Sample (n=604)
Dual: 75,4%Men: 72,8%
PCConsol
e
YES 68,4 69,1
NO 30,1 29,6
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What is their Relevant Set of themes?4.4
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The four most played themes in the last few years are in this order: ACTION, ADVENTURE, CARS/ RACING and SPORTS.
ONLINE PLAYERS stand out from other segments in that they significantly play more STRATEGY, SIMULATION AND ROLE games.
There isn’t a significant difference in terms of the Total sample based on the type of platform.
The four most played themes in the last few years are in this order: ACTION, ADVENTURE, CARS/ RACING and SPORTS.
ONLINE PLAYERS stand out from other segments in that they significantly play more STRATEGY, SIMULATION AND ROLE games.
There isn’t a significant difference in terms of the Total sample based on the type of platform.
Unit: PercentagesBase: Total sample (n=604)
Women: 26,9%
Men: 62,7%
Online Games: 64,9%
Children: 26,8% DK/DA:
0,1%
Themes played in the last year
Online Games: 34,1%
Online Games: 30,5%
Q.15 We have been talking about the use of videogames, now we’re going to focus on the types of videogames that exist. What types of videogames have you played in the last year?
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62,7
55,1
54,0
53,0
37,7
32,1
29,9
21,7
18,7
14,3
11,9
11,0
1,6
52,4
48,3
45,8
48,4
23,6
22,4
43,5
15,7
21,7
19,7
20,9
13,6
3,0
Action
Adventure
Sports
Cars/ Racing
Fighting
Shooting
Strategy
Levels
Simulation
Role Play
Various
Kid's
Erotic
Console PlayersPC Players
Men:66,6%58,5%
Children: 23,5%
Themes played in the last yearBased on Platform
Online Games: 34,7%
Online Games: 67,5%
Q.15 We have been talking about the use of videogames, now we’re going to focus on the types of videogames that exist. What types of videogames have you played in the last year?
Unit: PercentagesBase: PC Players (n=302); Console Players (n=302)
December 2004GfK Group Ad Hoc Research Study on the Habits and Uses of Videogames
36
Game duality of various themes
Q.15 We have been talking about the use of videogames, now we’re going to focus on the types of videogames that exist. What types of videogames have you played in the last year?
Unit: Percentages
TOTAL
Act
ion
Adv
entu
re
Car
s/
Rac
ing
Spor
ts
Shoo
ting
Stra
tegy
Kid
’s
Leve
ls
Figh
ting
Rol
e Pl
ay
Sim
ulat
ion
Var
ious
Base 604 348 312 306 302 164 221 74* 113 185 103 122 99
Action 57,6 100,0 66,7 65,9 62,6 82,1 64,2 45,6 81,4 78,8 72,9 71,9 57,7
Adventure 51,7 59,9 100,0 48,3 47,4 64,1 55,1 69,4 72,8 60,6 65,2 66,9 63,3
Cars/ Racing 50,7 58,0 47,3 100,0 63,9 76,5 46,7 49,3 63,6 72,3 53,6 61,1 53,1
Sports 49,9 54,3 45,7 62,9 100,0 68,5 45,0 45,7 47,9 66,7 47,7 46,3 39,2
Shooting 27,2 38,8 33,7 41,1 37,4 100,0 37,1 21,7 45,6 53,2 49,0 43,7 42,5
Strategy 36,7 40,9 39,1 33,8 33,1 49,9 100,0 28,0 45,8 38,0 64,8 55,2 42,2
Kid’s 12,3 9,8 16,5 12,0 11,3 9,8 9,4 100,0 12,0 9,6 16,4 15,3 15,6
Levels 18,7 26,5 26,3 23,5 17,9 31,4 23,4 18,2 100,0 26,7 30,3 47,1 24,2
Fighting 30,7 42,0 35,9 43,7 41,0 59,9 31,8 23,8 43,7 100,0 45,2 44,4 37,3
Role play 17,0 21,5 21,4 18,0 16,2 30,6 30,1 22,6 27,5 25,0 100,0 35,2 17,2
Simulation 20,2 25,3 26,1 24,4 18,7 32,5 30,4 25,1 50,9 29,2 41,9 100,0 29,9
Various 16,4 16,4 20,0 17,2 12,9 25,6 18,9 20,8 21,2 19,9 16,5 24,2 100,0
Average Mentions 3,9 5,0 4,8 5,0 4,7 6,4 5,0 4,8 6,2 5,9 6,1 6,2 5,3
December 2004GfK Group Ad Hoc Research Study on the Habits and Uses of Videogames
37
Who are the players of the various themes and what are they like?
TOTA
L
Act
ion
Adv
entu
re
Car
s/ R
acin
g
Sort
s
Shoo
ting
Stra
tegy
Kid
’s
Leve
ls
Figh
ting
Rol
e pl
ay
Sim
ulat
ion
Var
ious
TOTAL 604 348 312 306 302 164 221 74 113 185 103 122 99
Gender
Male 68,5 75,1 64,6 76,6 86,1 84,9 68,7 54,3 66,4 81,0 78,5 67,2 48,3
Female 31,5 24,9 35,4 23,4 13,9 15,1 31,3 45,7 33,6 19,0 21,5 32,8 51,7
Age
Children 22,9 22,2 26,4 26,2 24,4 28,5 17,4 49,7 21,6 28,0 13,9 17,3 19,8
Adults 77,1 77,8 73,6 73,8 75,6 71,5 82,6 50,3 78,4 72,0 86,1 82,7 80,2
Platform
PC 49,9 45,4 46,6 47,6 45,8 41,0 59,2 55,2 42,0 38,4 57,8 53,6 63,6
Console 50,1 54,6 53,4 52,4 54,2 59,0 40,8 44,8 58,0 61,6 42,2 46,4 36,4
Users
PC Exclusives 28,0 26,0 24,8 26,1 23,3 22,4 27,8 25,5 28,4 20,9 31,3 32,3 41,5
CONSOLE Exclusives 25,4 27,2 24,6 26,9 28,9 26,2 17,8 25,7 27,1 31,1 13,9 20,6 16,8
Duals 46,6 46,8 50,6 47,0 47,8 51,4 54,4 48,7 44,5 48,0 54,8 47,1 41,7
Intensity of play
Heavy 24,4 32,9 27,9 27,3 27,0 40,3 32,3 19,2 39,2 36,0 31,0 37,4 27,8
Medium 60,9 56,8 56,5 59,5 60,3 49,1 54,2 60,6 54,2 53,7 52,2 52,3 48,6
Light 14,7 10,3 15,5 13,2 12,7 10,6 13,6 20,2 6,6 10,3 16,8 10,3 23,6
Online games
Yes 15,9 17,2 18,5 16,6 15,1 18,8 28,1 16,3 19,1 16,7 31,8 24,0 23,3
No 84,1 82,8 81,5 83,4 84,9 81,2 71,9 83,7 80,9 83,3 68,2 76,0 76,7
December 2004GfK Group Ad Hoc Research Study on the Habits and Uses of Videogames
38
Who are the players of the various themes and what are they like?
Acción
Aventuras
Coches/ Carreras
Deportes
Disparos
Estrategia
Plataforma
Lucha
Rol
Simulación
VariosHombre
Mujer11 - 13 años
14 - 16 años
17 - 19 años
20 - 24 años
25 - 34 años
PC
ConsolaHeavy
Medium
Light
Mayor intensidad
Menor intensidad
ReflexiónAdrenalina
Acción
Aventuras
Coches/ Carreras
Deportes
Disparos
Estrategia
Plataforma
Lucha
Rol
Simulación
VariosHombre
Mujer11 - 13 años
14 - 16 años
17 - 19 años
20 - 24 años
25 - 34 años
PC
ConsolaHeavy
Medium
Light
Action
Adventure
Cars/ Racing
Sports
Shooting
Strategy
Platform
Fighting
Role Play
Simulation
VariousMen
Women11 - 13 years old
14 - 16 years old
17 – 19 years old
20 – 24 years old
25 - 34 years old
PC
ConsoleHeavy
Medium
Light
Most frequent
Least frequent
ReflectionAdrenaline
December 2004GfK Group Ad Hoc Research Study on the Habits and Uses of Videogames
39
13,5
10,7
10,6
10,1
10,0
9,9
6,6
6,0
4,5
1,3
14,7
16,5
7,5
7,0
11,6
8,3
11,0
6,5
9,4
7,5
5,8
6,1
22,4
10,9
23,3
24,9
17,8
15,2
23,0
25,5
22,5
22,3
13,8
20,1
31,9
36,4
35,4
33,4
40,3
35,0
38,2
39,5
35,7
33,9
37,2
38,7
9,1
6,3
13,2
15,4
10,5
18,7
11,2
13,6
12,1
13,4
27,1
25,0
5,0
14,8
9,7
8,1
6,2
12,0
6,3
3,8
11,8
16,8
7,0
7,2
0,4
14,6
10,7
1,7
4,5
1,9
1,2
0,8
3,1
0,5
0,2
1,6
2,3Sports (n=302)
Various (n=99)
Cars/ Racing (n=306)
Fighting (n=185)
Shooting (n=164)
Role play (n=103)
Action (n=348)
Adventure (n=312)
Strategy (n=221)
Kid's (n=74*)
Simulation (n=122)
Levels (n=113)
Every day 5 or 6 days per week 3 or 4 days per week
1 or 2 days per week 2 or 3 days per month One day per month or lessDK(DA
SPORTS videogames are played most often: More than half of SPORTS players play more than 3 days per week.
SIMULATION videogames are the least played (39%, less than once per week).
SPORTS videogames are played most often: More than half of SPORTS players play more than 3 days per week.
SIMULATION videogames are the least played (39%, less than once per week).
Themes played in the last year and frequency of play
Unit: PercentagesBase: Themes played in the last year
Q.16 And how often do you play……?
December 2004GfK Group Ad Hoc Research Study on the Habits and Uses of Videogames
40
SPORTS videogames are preferred especially by MEN.
In terms of preference, ACTION and ADVENTURE games are ranked next. ADVENTURE games are particularly enjoyed by WOMEN and ONLINE PLAYERS.
There isn’t a significant difference based on platform.
SPORTS videogames are preferred especially by MEN.
In terms of preference, ACTION and ADVENTURE games are ranked next. ADVENTURE games are particularly enjoyed by WOMEN and ONLINE PLAYERS.
There isn’t a significant difference based on platform.
Favourite themes
Unit: PercentagesBase: Total sample (n=604)
Q.17 What would you say your favourite type of videogame is - the one you like the most?
Women: 24,3%Light Players: 34,0%
Men: 29,3%
Online Games: 23,2%
Children: 5,8% DK/DA: 1,4%
December 2004GfK Group Ad Hoc Research Study on the Habits and Uses of Videogames
41
23,4
18,2
15,8
13,3
7,7
6,7
4,0
3,5
2,4
2,1
1,5
1,1
19,8
17,2
8,6
13,2
3,0
13,3
4,3
4,4
5,6
2,4
1,7
3,7
Sports
Action
Cars/ Racing
Adventure
Fighting
Strategy
Role play
Levels
Various
Shooting
Kid's
Simulation
Console Players
PC Players
Women: 26,6%
Favourite themesBased on platform
Q.17 What would you say your favourite type of videogame is - the one you like the most?
Unit: PercentagesBase: PC Players (n=302); Console Players (n=302)
Women:5,6%4,2%
Women: 7,4%
Women: 10,3%
Women: 14,4%
December 2004GfK Group Ad Hoc Research Study on the Habits and Uses of Videogames
42
14% would play with all videogame themes that exist.
Of the games mentioned by some, they would normally play with one or two types of videogames.
The most rejected games are KID’S, ROLE PLAY and EROTIC.
WOMEN reject videogames with SHOOTING and FIGHTING as themes.
14% would play with all videogame themes that exist.
Of the games mentioned by some, they would normally play with one or two types of videogames.
The most rejected games are KID’S, ROLE PLAY and EROTIC.
WOMEN reject videogames with SHOOTING and FIGHTING as themes.
Rejected themes
Unit: PercentagesBase: Total sample (n=604)
Q.18 From the types of videogames you told me you HAVEN’T played during the past year, which one or ones would you never play?
27,7
22,9
17,9
12,9
10,6
7,0
6,7
6,3
5,5
5,4
5,2
2,7
1,5
14,0
Kid's
Role Play
Erotic
Shooting
Fighting
Levels
Various
Strategy
Sports
Simulation
Cars/ Racing
Action
Adventure
None
Women:23,5%20,7%
Upper/ Upper Middle Social Class: 11,0%
DK/DA: 11,9%Average Mentions: 1,7
December 2004GfK Group Ad Hoc Research Study on the Habits and Uses of Videogames
43
Giving up themes and reasons
Q.19 .What type of videogames did you play quite often in the past and now have stopped playing? / Q.20 Why?
More than half of the sample group hasn’t given up playing any given videogame theme.
The main reasons for giving up playing one of the themes are:
They’re boring
Due to age
Prefer others
More than half of the sample group hasn’t given up playing any given videogame theme.
The main reasons for giving up playing one of the themes are:
They’re boring
Due to age
Prefer others
9,9
4,2
3,3
2,9
2,4
2,1
1,8
1,8
1,3
1,3
1,2
0,9
0,4
55,5
Kid's
Role Play
Levels
Various
Strategy
Fighting
Cars/ Racing
Sports
Action
Shooting
Adventure
Simulation
Erotic
None
Unit: PercentagesBase: Total sample (n=604)
DK/DA: 15,0%
Complicated/ your reach a level you can’t pass
Due to age
December 2004GfK Group Ad Hoc Research Study on the Habits and Uses of Videogames
44
57,6
17,7
2,61,3
51,7
13,2
1,51,2
50,7
12,2
5,1
1,8
49,9
21,6
5,51,8
36,7
10,0
6,1
2,4
30,7
5,3
10,4
2,1
Action Adventure Cars/ Racing Sports Strategy Fighting
Given up
Rejected
Favourite
Last year
Relevant Set (I)
Q.15 What types of PC videogames have you played in the last year?/ Q.17 What would you say your favourite type of videogame is - the one you like the most? Q.18 Which one or ones would you never play? / Q.19 .What type of videogames did you play quite often in the past and now have stopped playing?
Unit: PercentagesBase: Total sample (n=604)
December 2004GfK Group Ad Hoc Research Study on the Habits and Uses of Videogames
45
Relevant Set (II)
Q.15 What types of PC videogames have you played in the last year?/ Q.17 What would you say your favourite type of videogame is - the one you like the most? Q.18 Which one or ones would you never play? / Q.19 .What type of videogames did you play quite often in the past and now have stopped playing?
27,2
2,3
12,7
1,3
20,2
2,45,3
0,9
18,7
3,9
7,0
3,3
17,0
4,2
22,5
4,2
16,4
4,06,6
2,9
12,3
1,6
27,3
9,9
Shooting Simulation Levels Role Play Various Kid's
Given up
Rejected
Favourite
Last year
Unit: PercentagesBase: Total sample (n=604)
December 2004GfK Group Ad Hoc Research Study on the Habits and Uses of Videogames
46
Favourite videogame titles and Key Drivers for Choosing
4.5
December 2004GfK Group Ad Hoc Research Study on the Habits and Uses of Videogames
47
Favourite videogame titles
P.21. What’s your preferred or favourite PC / Console game?
Unit: Percentages above 1,5%Base : PC Players (n=302); Console Players (n=302)
Favourite titles for videogames is very scattered, having mentioned very many titles.
Titles that stand out include the SIMS as a favourite game for PC players.
CONSOLE players have several favourite games in the following order: FIFA FOOTBALL, GTA, PES.
The SIMS is clearly the favourite game among WOMEN, while MEN prefer FOOTBALL games.
Favourite titles for videogames is very scattered, having mentioned very many titles.
Titles that stand out include the SIMS as a favourite game for PC players.
CONSOLE players have several favourite games in the following order: FIFA FOOTBALL, GTA, PES.
The SIMS is clearly the favourite game among WOMEN, while MEN prefer FOOTBALL games.
13,6
10,6
9,5
5,3
3,2
3,1
3
2,8
2,8
2,5
2,4
2,1
1,9
1,3
1,1
10,9
1,3
1,6
15,0
1,4
0,7
2,2
5,1
2,0
1,7
3,0
1,5
FIFA Football (NET)
GTA (NET)
PES (NET)
Final Fantasy (NET)
Formula 1 (NET)
Sims (NET)
Tekken 4
Harry Potter (NET)
World Rally (NET)
Metal of Honor (NET)
Need for Speed (NET)
Crash Bandicoot
ESDLA (NET)
Tony Hawk's
Colin McRae (NET)
Age of Empires
Euro 2004
Console
PC
Men: 16,3%
Men: 8,1%
Women: 24,4%
December 2004GfK Group Ad Hoc Research Study on the Habits and Uses of Videogames
48
Preference and reasons
Reasons for preference appear for the 4 favourite
titles. However, the same can’t be
said of other videogames due
to the lack of existing statistics
for each title.
Reasons for preference appear for the 4 favourite
titles. However, the same can’t be
said of other videogames due
to the lack of existing statistics
for each title.
TOTAL FIFA Football GTA SIMS PES
Base 604 74* 36** 55* 33**
GAME CHARACTERISTICS (NET) 44,9 30,2 67,3 64,2 54,9
Real simulations / It seems real 9,6 3,6 7,8 18,9 39,2
Freedom in playing / control / you can do what you want
8,0 8,6 30,7 34,1 4,4
The characters/ variety of characters 6,7 3,7 2,3 11,5 7,0
Store / Plot/ Content 6,6 4,4 8,1 8,8 --
Graphics / Colours / Image quality 6,0 4,7 3,8 3,1 4,5
It’s difficult / It’s not easy to reach the end l 3,7 1,7 2,4 3,1 2,2
Variety 2,3 -- 17,9 1,3 2,8
It’s easy / simple 1,9 3,4 -- -- 4,4
You turn into the character 1,3 -- -- 2,9
TYPE OF GAME (NET) 39,3 61,4 29,7 7,3 59,4
Action 7,3 -- 17,6 -- --
Sports 6,7 10,7 -- -- 22,2
Cars/ Racing 6,1 2,2 8,5 -- --
With logic / intelligence 3,6 2,0 -- 6,8 --
Shooting 2,5 -- 7,2 -- --
Fighting 2,2 -- 3,1 -- --
Football 10,6 54,3 -- -- 42,0
POSITIVE COMMENTS (NET) 36,6 22,4 16,4 52,8 26,5
Entertaining / enjoyable / fun 21,1 11,8 12,5 40,8 7,9
I like it / it’s good / it’s appealing/ interesting 11,3 9,1 3,9 11,7 18,4
IN FASHION (NET) 7,3 14,6 3,1 -- 13,3
It’s the one I play with friends 3,5 7,7 0,5 -- 13,3
It’s the newest / a novelty 2,7 7,0 2,6 -- --
December 2004GfK Group Ad Hoc Research Study on the Habits and Uses of Videogames
49
Importance in Choosing a videogame
Q.23 When choosing a PC game, tell me how important or unimportant each of the following features are. For each one, use a scale from 1 to 10, where 0 represents “Not important”, and 10 is very important, using average scoring to clarify your opinion.
76,2
65,7
64,2
63,3
61,9
53,2
50,7
48,6
46,9
32,4
30,2
28,3
16,9
19,3
16,7
25,1
27,1
26,1
30,3
32,1
33,9
35,2
37,0
27,8
32,3
32,8
6,3
4,5
11,5
9,2
8,7
10,6
7,8
14,7
15,4
16,2
16,1
39,8
37,5
38,9
71,8
76,8Number of screens
Has to be fast
Price of game
Have to be able to play with others at same time
The story, the plot
The person, the main character
Recommendations from friends, family
The number of characters
My friends, family have it
Format (CD, DVD...)
The other characters
You can play online, on the Internet
The manufacturer of the game
Advertising
Important T3B (10 to 7) Not important nor unimportant Not important T3B (0 to 3)
7.7
7.7
7.6
7.1
7.1
6.8
6.8
6.3
6.1
6.1
6.0
4.6
4.6
4.6
AVERAGE
Unit: PercentagesBase: Total sample (n=604)
Upper SC:
57,4%
Upper SC:
63,9%
Online:
80,6%
Online:
63,8% Light:
55,8%
Children:
21,1%Light
: 22,3
%
December 2004GfK Group Ad Hoc Research Study on the Habits and Uses of Videogames
50
7,9
7,6
7,5
7,4
7,2
7,1
6,8
6,3
6,3
6,3
6,1
4,6
4,5
4,2
7,5
7,7
7,6
6,9
6,5
7,2
6,8
6,0
6,4
5,7
6,2
4,7
4,6
5,0
Number of screens
Has to best fast
Price of game
Have to be able to play with others at same time
The person, the main character
The story, the plot
Recommendations from friends, family
Format (CD, DVD...)
The number of characters
The other characters
My friends, family have it
The manufacturer of the game
Advertising
You can play online, on the Internet
Console
PC
Importance in Choosing a videogameBased on platform
Q.23 When choosing a PC game, tell me how important or unimportant each of the following features are. For each one, use a scale from 1 to 10, where 0 represents “Not important”, and 10 is very important, using average scoring to clarify your opinion.
81,4
74,3
71,2
70,0
68,4
63,4
63,8
53,3
52,8
53,3
50,7
31,1
26,7
27,7
Console 72,2
78,0
72,4
61,3
58,3
64,9
60,1
43,9
53,6
40,5
50,7
29,3
30,0
37,2
PC
25-34: 51,9%
25-34: 53,1%
UPPER:
54,4%
Online:
80,1%
Online:
65,9%Unit: Averages and PercentagesBase : PC Players (n=302); Console Players (n=302)
T3B
December 2004GfK Group Ad Hoc Research Study on the Habits and Uses of Videogames
51
Importance in Choosing a videogame (T3B)Based on the Knowledge of the Manufacturer
TO
TAL
ACTIV
ISIO
N
ATARI
CAPC
OM
E. P
LAN
ETA
DEA
GO
STIN
I IN
TER
ACTIV
E
ELEC
TRO
NIC
ARTS
(EA)
FX
INTER
ACTIV
E
KO
NAM
I
MIC
RO
SOFT
NIN
TEN
DO
NO
KIA
PRO
EIN
SON
Y
UBI
SOFT
VIR
GIN
PLA
Y
Base: 604 166 256 104 194 289 139 310 402 501 335 97 503 127 181
The story / the plot 53,2 72,3 69,9 71,5 76,1 65,2 71,6 67,3 64,8 62,2 67,8 72,8 63,7 77,4 66,4
The person, the main character....
64,2 67,0 67,2 63,3 71,6 61,0 70,8 60,7 61,8 60,7 67,6 61,1 63,2 71,4 54,5
The other characters 63,3 51,4 55,9 48,8 49,7 45,4 54,9 45 46,6 46,1 47,7 53,7 46,6 49,0 43,4
Has to be fast 46,9 67,2 77,8 56,7 72,8 69,5 74,4 71,9 73,3 74,9 76,4 63,1 75,5 64,9 73,6
The number of characters
76,2 55,0 63,4 49,1 59,7 52,5 62,3 55,4 52,5 53,7 56,9 62,1 53,5 60,5 55,1
Number of screens 76,8 77,0 81,6 81,5 78,3 74,7 76,8 77,4 77,7 78,4 78,9 74,8 77,8 75,3 78,4
Format (CD, DVD...) 48,6 57,3 49,5 55,4 54,5 49,2 51,0 48,7 49,6 49 54,3 57,3 49 55,6 52,6
Have to be able to play with others at same time
65,7 70,6 71,1 69,9 69,8 68,5 68,5 71,4 68,4 68,8 71,8 72,0 66,5 66,0 68,8
Have to be able to play online, on the Internet
32,4 41,2 36,9 28,8 38,4 37,8 43,3 35,5 32,3 31,9 35,3 53,4 32,5 41,4 39,6
Price of game 71,8 73,0 75,2 79,4 78,6 77,4 74 75,4 75,9 73,9 74,9 73,5 74,1 77,6 78,4
The manufacturer of the game
30,2 33,0 36,6 35,1 37,2 29,3 40,4 31,5 29,1 28,2 34,9 42,5 31,0 33,2 38,3
Advertising 28,3 25,6 28,9 23,1 38,5 26,6 33,9 24,8 27,6 26,3 35,4 33,8 29,0 24,9 29,6
Recommendations from friends, family
61,9 64,0 64,7 56,1 75,5 63,8 67,9 65,4 62,7 63,0 60,1 75,6 61,5 62,5 58,7
My friends, family have it...
50,7 55,3 56,8 54,5 59,9 51,8 57,9 53 51,1 49,9 49,7 59,6 50,9 51,0 51,5
December 2004GfK Group Ad Hoc Research Study on the Habits and Uses of Videogames
52
Conclusions on the Importance of Choosing a videogame
The most important aspects when it comes to choosing a videogame are listed in the following order:
The number of screens
Has to be fast
Price of the game
Online players also place great importance on the fact that you can play with other players at the same time, and that you can play on the web. This last part is much less important for Light Players (Who play less than one hour per week).
The least important aspects when it comes to choosing a videogame are:
The manufacturer of the game
Advertising
December 2004GfK Group Ad Hoc Research Study on the Habits and Uses of Videogames
53
Habits of using Online videogames5
December 2004GfK Group Ad Hoc Research Study on the Habits and Uses of Videogames
54
Users of Online videogames5.1
December 2004GfK Group Ad Hoc Research Study on the Habits and Uses of Videogames
55
What do you like the most about Online videogames?
Unit: Percentages above 2,0% in totalBase: Online Players (n=96)
Q.29 What do you like the most about online / web-based videogames for PC’s?
Without a doubt, what respondents most like about Online videogames is REACTING with other people.
The attraction of PLAYING WITH STRANGERS and playing with MANY PEOPLE at the same time, received the most mentions.
It all has to do with COMPETING and ENTERTAINMENT.
Without a doubt, what respondents most like about Online videogames is REACTING with other people.
The attraction of PLAYING WITH STRANGERS and playing with MANY PEOPLE at the same time, received the most mentions.
It all has to do with COMPETING and ENTERTAINMENT.
71,7
28,5
20,0
10,7
9,7
27,6
9,0
8,1
7,3
5,7
3,8
13,0
12,4
2,6
68,4
24,7
23,8
9,8
19,8
10,4
4,5
24,6
7,2
4,5
4,2
4,4
1,9
CONNECTING WITH OTHERS (NET)
Playing with strangers / new people
Competing / Entertainment
Playing with many people at same time /Multiplayers
Playing with acquaintances / friends
Mixing with people on the web
ADVANTAGES OF ONLINE GAMES (NET)
A lot of game variety
Free / you don't have to buy it
Inmediate/ Games instantaneously
Download new games
You play at your level (level of difficulty)
EMOTIONS TRIGGERED (NET)
It's fun
Entertaining / to pass time
Total Mentions
1st MentionDK/DA: 1,1 %
December 2004GfK Group Ad Hoc Research Study on the Habits and Uses of Videogames
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44,3
18,5
12,9
3,3
28,0
7,0
5,7
5,5
4,6
4,2
42,7
13,3
17,9
10,7
11,1
25,3
6,6
4,2
3,2
TECHNICAL DRAWBACKS (NET)
Speed / it's slow
It freezes up / the connection is lost
It takes a long time to download / to open
Saturation on the servers
OTHERS (NET)
They leave the game
It's expensive / fees per player
It's addicting / you get hooked
You can't find the people you're looking for
You lose / they beat youTotal Mentions
1st Mention
P.30 And what do you like the least?
What to you like the least about Online videogames?
Unit: Percentages above 2,0% in totalBase: Online Players (n=96)
TECHNICAL PROBLEMS that occur while they’re playing are what respondents like least about Online videogames.
Other drawbacks directly related to Online games don’t receive mentions reaching 10%.
TECHNICAL PROBLEMS that occur while they’re playing are what respondents like least about Online videogames.
Other drawbacks directly related to Online games don’t receive mentions reaching 10%.
DK/DA: 25,0%
December 2004GfK Group Ad Hoc Research Study on the Habits and Uses of Videogames
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Level of satisfaction and Reasons for not being satisfied
Q.33a To what extent are you satisfied with the product offering of online / web-based videogames for PC’s: very satisfied, quite satisfied, a little satisfied or not satisfied? / Q.33b Why aren’t you satisfied? Any other reasons?
Level of satisfaction with Online videogames
1,59,6
20,9
49,2
16,4
2,4
Very satisfied
Quite satisfied
Not satisfied nordissatisfied
A little satisfied
Not satisfied
DK/DA
Unit: PercentagesBase: Online Players (n=96)
65,6
More than half of Online players are very or quite satisfied with the current product offering of Online videogames.
Only 11% aren’t satisfied with the product offering.
There aren’t significant differences among the segments.
More than half of Online players are very or quite satisfied with the current product offering of Online videogames.
Only 11% aren’t satisfied with the product offering.
There aren’t significant differences among the segments.
Among those who aren’t satisfied, the first element lacking is variety when it comes to choosing games, and they say that they’re poorly designed. Details can’t be provided on reasons due to the lack of statistics.
Among those who aren’t satisfied, the first element lacking is variety when it comes to choosing games, and they say that they’re poorly designed. Details can’t be provided on reasons due to the lack of statistics.
December 2004GfK Group Ad Hoc Research Study on the Habits and Uses of Videogames
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No 82,4% Yes
3,5%
DK/DA14,1%
Q.31a Do you subscribe to some type of pay videogame? / Q31B. Which one/s?
Subscribing to pay for videogames
Units: Percentages
Which one?Base: Subscribers of some type of Online videogame (n=3**)
The individual is a subscriber to some type of pay videogame
Base: Adults who play Online (n=85)
Among Online players, there are hardly any who subscribe to some type of Online pay videogame.
Among Online players, there are hardly any who subscribe to some type of Online pay videogame.
World of Warcraft
Final Fantasy
December 2004GfK Group Ad Hoc Research Study on the Habits and Uses of Videogames
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24,2
24,1
17,1
17,0
16,8
12,8
11,5
11,0
11,0
10,6
9,9
8,3
8,2
9,9
14,9
0,5
0,4
6,8
1,2
5,1
3,1
1,2
5,3
2,0
Cyberjuegos
Área de juegos
Foxkids
Juegos10
Cartoonnetwork
Juegole
Minijuegos
Humor Juegos Mix
Parchis
Latingames
Super3
Barbie
Juegoshispavista
Web Page popularity of playing Online
P.32 Would you tell me the names of Internet sites / web pages for online games even if you’ve only heard about them?
Unit: PercentagesBase: Online PC Players (n=81)
8,0
7,4
7,2
6,2
3,6
3,5
3,3
3,1
2,9
2,8
2,7
2,7
17,4
1,5
2,9
2,7
1,1
2,6
1,9
3,4
Juegon
Miniclip
Lastresmellizas
Juegos - El País
jippii.es
JOC Juegos
Pequejuegos
Yahoo juegos
MSN Gaming Zone
Abctooncenter
gamespy.com
Ludoteka
Others
Total
1st Mention
DK/DA: 18,4%
December 2004GfK Group Ad Hoc Research Study on the Habits and Uses of Videogames
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Drawbacks and Hurdles of Online videogames
5.2
December 2004GfK Group Ad Hoc Research Study on the Habits and Uses of Videogames
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Drawbacks and hurdles of Online videogamesBased on platform
Q.26 Do you play online / web-based videogames using a PC? / Q.27 Why don’t you play online / web-based videogames using a PC? Any other reasons?
No 95,1%
Yes4,9%
Plays Online videogames
55,5
41,8
8,4
3
1,6
37,6
24,4
3,8
3,8
3,2
1,6
8,2
4,1
3,7
0,4
39,0
31,7
1,7
4,2
35,1
17,7
7,4
3,8
1,8
4,2
22,8
11,6
3,9
7,3
0,3
TECHNICAL DRAWBACKS (NET)
I don't have Internet
I don't have an adaptorMy console / computer doesn't allow
for itI don't use the web a lot
GENERAL COMMENTS (NET)
I don't like it / it's boring
I prefer to play alone
My parents don't let me
It's expensive
I don't have time
DIFFICULTIES (NET)
I've never tried it
I don't know how to use it
It's complicated
Console
PC
Reasons for not playing Online videogames
No 73,2%
Yes26,8%
Plays Online videogames
PC
CO
NS
OLE
PC Exclusives: 30,6%
Console Exclusives:
50,2%
PC Exclusives: 26,2%
Children:
13,6%
Unit: Averages and PercentagesBase : PC Players (n=302); Console Players (n=302)
December 2004GfK Group Ad Hoc Research Study on the Habits and Uses of Videogames
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Perceptions towards Online videogames
Q.28. Which of these sentences best reflects your perception of online videogames?
1,6 1,7 1,6 2,3 1,111,3 13,9
5,5 5,413,3 11,7 11,0
54,3 50,2 63,349,4
56,050,6 57,1
24,7 25,9 22,139,0
19,923,4
25,7
8,1 8,4 7,4 4,5 9,2 11,9 5,1
1,6 1,7Total Male Female Children Adults PC Console
Yes, I have the intentionof trying it in the nearfuture
They will probably try it,but don't know when
Not planning to for themoment, but not closedto the idea
Would never try it
DK/DA
Unit: Averages and PercentagesBase : Don’t play Online
Positive intention:
32,834,329,543,529,135,330,8
The intention of playing some Online videogame in the future is relatively low among players. Only 30% has a positive intention, but 9 out of 10 players aren’t entirely closed to the idea of
trying Online videogames.7 to 13 year-old children are those who have the most intention of trying them. (43,5%).
The intention of playing some Online videogame in the future is relatively low among players. Only 30% has a positive intention, but 9 out of 10 players aren’t entirely closed to the idea of
trying Online videogames.7 to 13 year-old children are those who have the most intention of trying them. (43,5%).
December 2004GfK Group Ad Hoc Research Study on the Habits and Uses of Videogames
63
Conclusions – drawbacks and hurdles for Online videogames
95% of Console players don’t currently play Online videogames. The main hurdles to Online games are:
Don’t have Internet/ Adaptor
Don’t like it / it’s boring
While we identify a larger percentage of PC players playing on the web (27%), most of them still haven’t tried this new form of playing. Besides reasons already mentioned, PC Exclusives are the ones who have difficulties with online games (26%).
They’ve never tried it
It’s complicated
The intention of playing some type of Online videogame in the future is relatively low among players. Only 30% have a positive intention, but 9 out of 10 players are not entirely closed to the idea of trying Online videogames.
December 2004GfK Group Ad Hoc Research Study on the Habits and Uses of Videogames
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Buying and/or renting videogames6
December 2004GfK Group Ad Hoc Research Study on the Habits and Uses of Videogames
65
83,383,0
66,655,5
51,347,8
42,433,232,2
30,027,5
23,021,0
17,316,1
12,710,29,5
6,15,15,14,33,9
2,01,4
35,339,7
26,617,3
21,216,315,5
7,66,97,6
5,74
2,9
3,21,2
SONYNINTENDO
MICROSOFTNOKIA
KONAMIELECTRONIC ARTS (EA)
ATARISEGA
EDITORIAL PLANETA DEAGOSTINI INTERACTIVEVIRGIN PLAYACTIVISION
FX INTERACTIVEUBI SOFTCAPCOMPROEINNAMCO
VIVENDITAKE 2 Interactive
SQUARESOFTCODEMASTERS
PYROEIDOS
ACCLAIM PLANETAFRIENDWARE
THQ
Total
Spontaneous
Popularity among Videogame Manufacturers
Q.24 Which videogame manufacturers do you know, even if you’ve only heard of them? / Q.25 I am going to read the names of videogame manufacturers that you didn’t previously mention to me. Will you tell me which ones you know?
Unit: PercentagesBase : Total sample (n=604)
Average mentions: 7,1DK/DA: 2,4%
December 2004GfK Group Ad Hoc Research Study on the Habits and Uses of Videogames
66
82,878,6
71,758,2
50,147,3
42,135,6
33,429,5
25,824,023,0
19,416,4
11,510,9
8,37,46,65,95,75,2
2,01,4
NINTENDOSONY
MICROSOFTNOKIA
ELECTRONIC ARTS (EA)KONAMI
ATARIEDITORIAL PLANETA
VIRGIN PLAYSEGA
ACTIVISIONFX INTERACTIVE
UBI SOFTPROEIN
CAPCOMNAMCO
VIVENDITAKE 2 Interactive
PYROCODEMASTERS
EIDOSACCLAIM PLANETA
SQUARESOFTFRIENDWARE
THQ
Popularity among Videogame Manufacturers Based on Platform
Q.24 Which videogame manufacturers do you know, even if you’ve only heard of them? / Q.25 I am going to read the names of videogame manufacturers that you didn’t previously mention to me. Will you tell me which ones you know?
Media menciones: 7,1Ns/Nc: 2,4%
Unit: PercentagesBase: PC Players (n=302); Console Players (n=302)
88,183,1
61,555,3
52,845,5
42,636,8
29,228,8
26,622,1
19,118,2
13,912,9
10,89,6
6,93,62,92,72,12,11,3
SONYNINTENDO
MICROSOFTKONAMI
NOKIAELECTRONIC ARTS
ATARISEGA
ACTIVISIONEDITORIAL
VIRGIN PLAYFX INTERACTIVE
UBI SOFTCAPCOMNAMCOPROEIN
TAKE 2 InteractiveVIVENDI
SQUARESOFTCODEMASTERS
PYROEIDOS
ACCLAIM PLANETAFRIENDWARE
THQ
PC Players CONSOLE Players
Average mentions: 7,3DK/DA: 3,3%
Average mentions: 6,9DK/DA: 1,5%
December 2004GfK Group Ad Hoc Research Study on the Habits and Uses of Videogames
67
Total Popularity among Videogame Manufacturers (I)Based on Segments
TOTA
L
Men
Wom
en
Chi
ldre
n
Adu
lts
Hea
vy
Play
ers
Med
ium
Pl
ayer
s
Ligh
t Pl
ayer
s
Onl
ine
Play
ers
No
n-O
nlin
e Pl
ayer
s
Upp
er/
uppe
r m
iddl
e
Mid
dle-
mid
dle
Low
er-
mid
dle/
lo
wer
Base 604 414 190 138 466 147 368 89 96 508 111 379 114
SONY 83,3 83,3 83,4 80,7 84,1 85,5 85,1 72,5 81,2 83,7 83,3 82,5 86,2
NINTENDO 83,0 81,9 85,2 85,8 82,1 83,0 81,7 88 81,6 83,2 87,0 82,4 80,8
MICROSOFT 66,6 70,1 59,0 53,8 70,4 71,0 65,6 63,4 77,8 64,5 75,4 65,3 62,3
NOKIA 55,5 53,2 60,4 50,2 57,1 64,2 52,5 53,7 67,1 53,3 64,8 52,7 55,8
KONAMI 51,3 59,8 33,0 38,1 55,3 58,9 51,2 39,3 55,0 50,6 52,5 49,0 57,9
ELECTRONIC ARTS (EA) 47,8 54,1 34,0 37,0 51,0 50,2 47,5 44,9 61,7 45,2 59,0 44,6 47,5
ATARI 42,4 49,1 27,6 31,4 45,6 48,8 41,3 35,9 47,0 41,5 42,5 39,8 50,7
SEGA 33,2 32,7 34,2 28,3 34,6 36,2 32,4 31,4 33,7 33,1 39,3 30,5 36,2
EDITORIAL PLANETA DEAGOSTINI INTERACTIVE
32,2 29,5 37,9 26,9 33,7 32,3 31,8 33,4 41,9 30,3 37,3 30,6 32,5
VIRGIN PLAY 30,0 33,3 22,8 16,9 33,9 31,8 29,2 30,4 39,0 28,3 31,7 29,0 31,8
ACTIVISION 27,5 32,9 15,8 19,5 29,9 41,1 24,6 17,2 43,2 24,6 29,0 27,3 26,8
FX INTERACTIVE 23,0 26,7 15,0 17,1 24,8 31,7 21,3 15,9 39,1 20,0 29,2 21,0 23,8
UBI SOFT 21,0 26,6 9,0 18,2 21,9 24,4 20,4 18,2 36,3 18,2 21,9 19,8 24,2
CAPCOM 17,3 20,7 9,7 6,0 20,6 22,7 15,3 16,3 22,6 16,3 23,5 15,9 15,8
December 2004GfK Group Ad Hoc Research Study on the Habits and Uses of Videogames
68
Total Popularity among Videogame Manufacturers (II)Based on Segments
TO
TAL
Men
Wom
en
Chi
ldre
n
Adu
lts
Hea
vy
Play
ers
Med
ium
Pl
ayer
s
Ligh
t Pl
ayer
s
Onl
ine
Play
ers
No
n-O
nlin
e Pl
ayer
s
Upp
er/
uppe
r m
iddl
e
Mid
dle-
mid
dle
Low
er-
mid
dle/
lo
wer
Base 604 414 190 138 466 147 368 89 96 508 111 379 114
PROEIN 16,1 19,1 9,5 10,1 17,9 12,1 17,2 18,5 38,7 11,9 14,3 16,2 17,5
NAMCO 12,7 16,8 3,9 4,3 15,3 19,3 12,1 4,4 12,1 12,9 16,4 11,8 12,4
VIVENDI 10,2 10,7 9,2 8,6 10,7 14,3 8,6 10,0 14,4 9,4 12,0 9,9 9,5
TAKE 2 Interactive 9,5 9,7 9,3 7,4 10,2 11,2 8,9 9,4 17,1 8,1 14,1 8,6 8,4
SQUARESOFT 6,1 6,4 5,3 2,7 7,0 9,4 5,9 0,9 6,1 6,0 11,7 3,4 9,3
CODEMASTERS 5,1 6,3 2,4 0,4 6,5 10,9 3,9 0,1 10,5 4,1 8,9 3,1 8,1
PYRO 5,1 6,6 1,9 1,8 6,1 5,2 5,2 4,7 11,7 3,9 9,6 4,8 1,8
EIDOS 4,3 4,4 4,1 -- 5,6 5,4 4,9 0,1 5,9 4,0 6,7 2,8 7,1
ACCLAIM PLANETA 3,9 4,3 3,0 1,1 4,7 4,2 4,4 1,3 3,4 4,0 6,0 1,5 9,9
FRIENDWARE 2,0 2,4 1,1 -- 2,6 2,4 2,2 0,5 4,5 1,5 6,1 0,9 1,7
THQ 1,4 1,8 0,4 0,5 1,6 2,0 1,4 0,1 3,2 1,0 4,7 0,3 1,6
DK/DA 2,4 1,4 4,6 3,5 2,1 2,4 1,9 4,7 2,9 2,3 1,9 2,8 1,5
Average Mentions 7,08 7,53 6,05 5,67 7,49 7,98 6,88 6,4 8,8 6,75 8,02 6,73 7,3
December 2004GfK Group Ad Hoc Research Study on the Habits and Uses of Videogames
69
P34. How many PC videogames do you currently have in your home?
Number of Videogames in the home (Total Sample)
2,5
22,8
28,0
23,3
8,8
13,1
Don't havevideogames
5 videogamesor less
6 to 10videogames
11 to 20videogames
21 to 30videogames
More than 30videogames
Number of Videogames in the Home
Children:
34,4%
Online:
27,5%
PC Exclusives:
7,0%Online: 8,3%
Unit: PercentagesBase: Total sample (n=604)
-1,7
1,4
1,2
-1,9
2,4
-1,5
1,7
-1,5
-1,3
1,9
-2,4
1,6
DifferenceConsole Players
DifferencePC Players
Average number of videogames: 17,3
Average number of videogames: 20,0
Average number of videogames: 18,6
December 2004GfK Group Ad Hoc Research Study on the Habits and Uses of Videogames
70
1,0 0,8 1,28,7
6,68,9
4,4
11,011,2
10,7
13,912,8
14,9
16,6
24,0
9,5
44,933,5
55,9
6,0 3,4
Total PC Console
Original purchasesin shops
Copies
Gifts
"Pirate" purchases
Lent
Downloaded
Rented
Source of videogames in the home
Unit: PercentagesBase: Have Games at home (n=589); PC (n=289); Console (n=300)
Q.35. Please tell me if the videogames that you have were bought, given as gifts, lent, copied or downloaded. What percentage of the games you have are…?
Online: 17,1%
Upper class: 16,8%
Children: 58,2%
Children: 2,1%
Among games found at home, CONSOLE players
are those who have purchased the most
ORIGINAL games (55,9%).
On the contrary, one third of PC players’
games are ORIGINAL purchases (33,5%) and another third is COPIED
and DOWNLOADED (32,7%).
ONLINE (17,1%) and UPPER/ UPPER- MIDDLE
social class players (16,8%) are those who
have the most downloaded games.
Among games found at home, CONSOLE players
are those who have purchased the most
ORIGINAL games (55,9%).
On the contrary, one third of PC players’
games are ORIGINAL purchases (33,5%) and another third is COPIED
and DOWNLOADED (32,7%).
ONLINE (17,1%) and UPPER/ UPPER- MIDDLE
social class players (16,8%) are those who
have the most downloaded games.
December 2004GfK Group Ad Hoc Research Study on the Habits and Uses of Videogames
71
Level of satisfaction with the current product offering of
videogames
Level of satisfaction with the current product offering of videogames and Reasons for not being satisfied
Q.38a To what extent are you satisfied with the product offering of games that exist for PC’s: very satisfied, quite satisfied, a little satisfied or not satisfied? / Q38b Why aren’t you satisfied? Any other reasons?
90,7
86,2
11,1
6,2
3,5
2,1
4,4
5,5
Price (NET)
They're very expensive / expensive
There's no product offering / little offering
Features (NET)
Little variety
Uninteresting storyline
Repetitive / always the same
Quality (NET)
Motivos
4,54,64,47,06,37,78,612,05,4
59,659,759,5
19,616,922,2
TotalPCConsole
Very satisfied
Quite satisfied
Not satisfied nordissatisfied
A little satisfied
Not satisfied
DK/DA
79,2
8 out of every 10 players are very or quite satisfied with the current product offering of videogames.
Only 11,5% aren’t satisfied with the product offering.
There aren’t any significant differences among the segments.
8 out of every 10 players are very or quite satisfied with the current product offering of videogames.
Only 11,5% aren’t satisfied with the product offering.
There aren’t any significant differences among the segments.
Reasons
Unit: Percentages Base: Dissatisfied (n=68*)Unit: Percentages
Base: Have Games at home (n=589); PC (n=289); Console (n=300)
December 2004GfK Group Ad Hoc Research Study on the Habits and Uses of Videogames
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Renting6.1
December 2004GfK Group Ad Hoc Research Study on the Habits and Uses of Videogames
73
13,6 11,6
52,744,9
21,7
16,0
5,0
9,1
5,8
15,6
0,6
2,80,6
PC Players Console Players
More than onceper week
Once per week
Two or threetimes permonthOnce per month
Less than onceper month
Doesn't rentvideogamesanymoreDK/DA
Frequency of renting videogames
How often?
Q.39 Have you ever rented videogames for a Console / PC? / Q.41 And how often do you rent videogames for a Console / PC?
No 43,7%
Yes54,6%
DK/DA1,7%
Has rented videogames before
No 56,6%
Yes38,8%
Dk/DA4,6%
Has rented videogames before
PC
CO
NS
OLE
Unit PercentagesBase : PC Players (n=302); Console Players (n=302)
Unit: PercentagesBase : PC Rent (n=117); Console Rent (n=165)
December 2004GfK Group Ad Hoc Research Study on the Habits and Uses of Videogames
74
37,0
35,5
34,6
34,1
16,7
15,2
10,5
10,5
10,4
7,7
5,2
3,5
0,7
35,7
29,7
31,4
25,2
7,6
14,3
12,6
6,5
8,6
3,0
9,2
1,1
1,2
Action
Sports
Adventure
Cars/ Racing
Fighting
Strategy
Shooting
Levels
Role Play
Kid's
Simulation
Various
EroticConsole Players
PC Players
Themes rented in the last 6 months Based on Platform
Online Games: 31,6%
Women: 52,5%
Q.40 What videogame themes have you rented in the last 6 months? We are referring to all of the themes that you have rented, regardless of where you rented them. The card that I’m showing you is to help you remember the themes, but you can provide me with themes that don’t appear on the card.
Unit: PercentagesBase : PC Rent (n=117); Console Rent (n=165)
December 2004GfK Group Ad Hoc Research Study on the Habits and Uses of Videogames
75
Level of satisfaction with the current rental offering of
videogames
18,2
2,2
It's only for ashort period of
time
They're expensive
Motivos
3,23,23,38,914,2
5,1
9,912,5
8,1
61,550,569,4
15,719,013,3
TotalPCConsole
Very satisfied
Quite satisfied
Not satisfied nordissatisfied
A little satisfied
Not satisfied
DK/DA
77,2
8 out of every 10 players are very or quite satisfied with the current rental offering of videogames.
Only 12,1% aren’t satisfied with the rental offering.
They’re aren’t any significant differences among the segments.
8 out of every 10 players are very or quite satisfied with the current rental offering of videogames.
Only 12,1% aren’t satisfied with the rental offering.
They’re aren’t any significant differences among the segments.
Reasons
Unit: Percentages Base: Dissatisfied (n=34**)
Level of satisfaction with the current rental offering of videogames and Reasons for not being satisfied
Q.42a To what extent are you satisfied with the rental offering of videogames for PC’s: very satisfied, quite satisfied, a little satisfied or not satisfied? Q.42b Why aren’t you satisfied? Any other reasons?
Unit: PercentagesBase: Rent videogames (n=282); PC (n=117); Console (n=165)
DK/DA: 79,6%
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Buying videogames after renting them
Q.43 When thinking about all the videogames that you’ve rented, please tell me the percentage of games you buy after having tried them.
DK/DA9,8% From 51-75%
1,2%From 76-
100%4,7%
None47,1% From 1-25%
27,8%
From 26-50%9,4%
Buys videogames after renting them
Unit: PercentagesBase: Rent videogames (n=282)
Almost half of the sample group (47%) don’t buy any videogames after renting them.
Three of every ten players who rent videogames buy up to 25% of the games rented after trying them.
13% of CONSOLE EXCLUSIVES buy between 75%-100% of games rented, more than other segments.
Almost half of the sample group (47%) don’t buy any videogames after renting them.
Three of every ten players who rent videogames buy up to 25% of the games rented after trying them.
13% of CONSOLE EXCLUSIVES buy between 75%-100% of games rented, more than other segments.
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Buying videogames6.2
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Ways of hearing about the launch of videogames
Unit: PercentagesBase: Have videogames at home (n=589)
Q.36a How do you usually hear about the launch of videogames?
79,6
50,0
30,1
21,3
17,5
14,9
12,5
12,2
4,3
5,6
2,2
4,7
3,0
49,0
21,1
7,8
6,1
Friends / family / colleagues
Advertisements on TV
Saw them at a shop
Magazines specializing in videogames
TV Programs (game zones)
They test them at a shopping centre / departmentstore
On the Internet, via the official home page, or others
Computer magazines in general
Computer newspaper supplements (Ciberpaís)
Heavy Players: 24,6%
Heavy Players: 31,8%Women: 11,8%
Heavy Players: 21,0%Online: 36,8%
Children: 1,9%
Online: 69,0%
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Place of purchase
Q.36b Where do you usually buy videogames?
Mentions begin at 1%
31,5
30,1
11,4
10,9
10,5
9,9
3,7
3,0
2,3
2,2
1,3
9,7
Carrefour
Corte Ingles/ Hipercor
Centromail
Mediamarkt
Fnac
Alcampo
PC City
Eroski
Toys 'r us
Internet
Ciber Games
Others
Unit: PercentagesBase: Have videogames at home (n=589)
DK/DA: 14,7%
Online: 23,1%Heavy Players: 21,2%
Console Exclusives: 42,8%
Online: 7,1%
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Average yearly expenses in buying videogames
P.37 How many euros per year do you or your family spend buying videogames for PC’s? Give me an approximate calculation.
More than 200€6%
DK/DA4% Between 101 and
200€12%
Don't buy videogames
26%
Less than 50€25%
Between 51 and 100€27%
Unit: PercentagesBase: Adults who have videogames (n=451); PC (n=239); Console (n=212)
More than half of adolescents / adults (slightly more among Console players) don’t spend more than 100€ per year on videogames.
There are more PC players who don’t buy videogames in general.
More than half of adolescents / adults (slightly more among Console players) don’t spend more than 100€ per year on videogames.
There are more PC players who don’t buy videogames in general.
More than 200€6%
DK/DA10%
Between 101 and 200€
15%
Don't buy videogames
8%
Less than 50€25%
Between 51 and 100€36%
PC PlayersCONSOLE Players
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9,8
25,0 23,027,3
27,9 27,728,3
36,8 39,5 33,7
10,3 10,7
Total PC Console
Music
DVD
Videogames
Videos
How do you break down your annual entertainment budget?
P.45 Lastly, please tell me your budget, or how much you spend on average on entertainment items like music, DVD’s, games, videos, etc…How do you break down the average expenses? What percentage of the expenses goes to…?
Unit: PercentagesBase: Adolescents / Adults (n=466)
Women: 21%Light
Players:16%
Low: 38%
Low: 33%
Light Players:
51%
On average, adolescents / adults spend a quarter of their annual budget on videogames. It’s slightly higher among Console players.
WOMEN and LIGHT PLAYERS are those who spend the least on videogames.
On average, adolescents / adults spend a quarter of their annual budget on videogames. It’s slightly higher among Console players.
WOMEN and LIGHT PLAYERS are those who spend the least on videogames.
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Equipment7
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16,0 84,0
Existence of Computers in the home (I)
DOESN’T HAVE HAS COMPUTER
Computer Features (I)Unit: PercentagesBase: Total Sample (n=604)
I’m going to ask you to please tell me the features of the computer you have at home, in the event that you have one.
85,6
89,2
56,0
33,1
8,1
10,3
42,5
60,5
Multimedia SoundCard
CD-Rom Recorder
DVD Recorder
Joystick/ Steeringwheel
YES NO Doesn't remember
Equipment
35,8
24,7
18,1
17,2
3,9
0,2
Doesn't have Internet
ADSL
Cable Modem
Internet (without specifying)
RTB
RDSI
Internet
Unit: PercentagesBase: Adolescents / Adults PC Players (n=251)
DK/DA: 0,2%
Internet: 64%
Unit: PercentagesBase: PC Players (n=302)
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Existence of Videogame Console in the home
21,5 78,5
DOESN’T HAVE HAS CONSOLE
Console Model normally used for playing games
Unit: PercentagesBase: Total Sample (n=604)
Which videogame console model do you usually use for playing games? Q3. Do have an Internet adaptor to play games online with the console?
Unit: PercentagesBase: Console Players (n=302)
67,717,5
2,3
2,1
2,1
1,7
1,7
1,6
1,2
0,8
0,5
0,2
0,20,1
Play Station 2 (PS2)
Play Station One (PS1)
X-Box (Microsoft)
Gameboy Advance
Play Station (can't specify which one)
Gameboy Classic (Black and White)
Gamecube (Nintendo)
Gameboy Color / Pikachu
Gameboy Advance SP
Nintendo (can't specify which one)
Gameboy (can't specify which one)
Nintendo 64 / Pikachu
Sega Dreamcast
Super Nintendo
Console is equipped with Internet adaptor (Online
game)DK/DA0,4%
Yes7,0%
No92,6%
Total Play Station: 87,2 %
Total Gameboy: 7,0%Total Nintendo: 1,2%
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CONCLUSIONS8
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Conclusions (I)
In general we are finding younger players / adults between 14-34 years old with
children. And among PC exclusives there are more players between the ages of 25-34
years old within the upper / upper-middle social classes.
One-third of PC players also play videogames online, much more than Console
players.
23% play more than 4 hours per week (Heavy Players), and they also play
Online videogames, the most frequent players reach 35%.
We are finding slightly higher percentages among Light Players (less than one hour
per week).
On average, PC players play 2,6 hours per week, significantly less than
Console players.
They prefer to play alone and at home.
PC PLAYER PROFILE
Favourite themes are similar to those of the Console: Action,
Adventure, Cars/ Racing and Sports. Sports games are also the games
that are played most often, as well as the ones most preferred by men.
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Conclusions (II)
The favourite theme for women PC players is by far “The SIMS”, especially because
it’s entertaining, you have freedom of play and it seems real.
Men like FIFA football better.
The most important aspects when it comes to choosing a videogame include speed,
the number of screens and price (similar to Console players). The characteristic most
highly valued by Online players is that several people can play at the same time.
7 videogame manufacturers are recognized, on average. The best known are
Nintendo, Sony and Microsoft. Microsoft is recognized by PC players more than by
Console players.
They have more than 20 videogames at home, a third of which were
originally bought, and another third of which are copied or downloaded.
It’s particularly the Online players who download games the most.
4 out of every 10 have rented a PC videogame in the past, but
more than half do so very infrequently (less than once per month).
PC PLAYER PROFILE
26% don’t buy PC videogames and half of those who do, don’t spend
more than 100€ per year, which represents an average of 23% of their
annual entertainment budget.
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Conclusions (III)
VIDEOGAME CONSOLE PLAYER PROFILE
There are more children between the ages of 7-13 among Console players, especially
among those who form part of Console exclusives.
26% play more than 4 hours per week (Heavy Players), even more still among men
and adolescents/adults.
Only 10% play less than 1 hour week, but if we look at women separately, this figure
doubles.
On average, Console players play 3,0 hours per week, significantly more
than PC players.
They play more with their friends and family than PC players, although half
usually play alone.Favourite themes are the same as the ones for PC’s: Action, Adventure,
Cars/Racing and Sports. Sports games are also the ones played the
most, and the ones most preferred by men.
Console players have several favourite games, which appear in the
following order: FIFA Football, GTA and PES.
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Conclusions (IV)
VIDEOGAME CONSOLE PLAYER PROFILEFavourite titles among men Console players are FIFA Football and Pro Evolution
Soccer (PES), the latter especially because it seems real and it’s the game they play
with their friends.
When it comes to choosing a videogame, the most important features include the
number of screens, speed and price (similar to PC players). They value the main
character and other characters more than PC players.
On average, they are familiar with 7 videogame manufacturers, the best known are
Sony and Nintendo. Sony is better known by Console players than by PC players.
They have an average of 17 videogames at home, more than half of
which were originally bought in shops, and they’re the ones with the
fewest number of copies.
More than half have rented a Console videogame game before, but
more than half do so infrequently (less than once per month).
13% of Console exclusives buy between 75%-100% of rented games,
more than other segments.60% of those who buy games don’t spend more than 100€ per year,
which represents an average of 27% of their annual entertainment
budget.
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ANNEX: QUESTIONNAIRE